2: Crow’s Nest
Know your role…
Objective: Secure perimeter defenses
Proceed down the staircase through the hallway, and a soldier will open the door for you. Head outside, up the stairwell towards the hangar, following your troops. Now open the steel door by pressing the RB button on the control panel left of the door. Continue through the next open door, towards the main hangar, and open another door towards your objective.

Follow the marines through the hangar.
Black Eye Skull

At the start, there is a massive pipe above you with the skull on top. Walk up the two small stairs and on the left there’s some shelves you can jump on to. Jump up to the metal bars and then onto the pipe. Continue to the end where you’ll see a Skull. Plus, you don’t have to use the RB button to pick this one up.
Objective: Neutralize hostiles in the hangar
To the left of the exit will be an encounter with Covenant Grunts and Jackals. Continue forward towards the oil tanker truck and defeat the Brutes in the doorway and continue forward.

Let the marines help you out in this spot while you work on the Jackals and their pesky shields.
Red vs. Blue: Wanna see a cameo from Halo’s favorite comedy duo? Continue forward through the barricade before entering the doorway above. You’ll encounter a solider pounding on a doorway, speaking to another solider on the other end of the door. Their voices belong to the fan-favorite color tandem Spartans.
Use the scope on the Battle Rifle, and shoot the Jackals at the end of the hall while your squad cleans up the rest of the Covenant forces. Proceed down the hallway, and take a left through the open door. There will be a small room with doors to the left and right.
We recommend that you go through the door on the left, since it not only provides more options for cover from the forces inside the hangar, but also gives you a nice advantage point on the stairwell the Grunts use to get to your position.

The left door from earlier will provide you with the best vantage point to take out any hostiles.
Once you’ve killed the initial Covenant forces, or when the dropship retreats (whichever comes first), make your way to the right side of the hangar and use the turret. Detach it and carry the turret to the hangar deck, using it on the remaining enemy forces.

Open fire on the dropships’ turret to neutralize the enemy fire.
Another dropship will arrive to provide you with more resistance. With the turret in tow, aim at the dropship’s plasma cannon at the very front of the ship and destroy it. It will retreat, allowing you to concentrate on cleaning up whatever Covenant forces remain in the hangar. Now proceed back to the ops-center at the start of the level.
Objective: Get back to ops-center
On your way back, you’ll encounter a swarm of Drones. It’s recommended you equip your Assault Rifle and take out these flying pests with short controlled bursts. Once they’re killed, continue on your way to the ops-center, where you’ll give the Covenant a small but awesome gift: a bomb.

Short controlled bursts — the best way to deal with a swarm of Drones.
Gift with Purchase
Objective: Rescue marines in the barracks
Before you can setup the bomb, you’ll need to rescue marines captured by Brutes in the barracks. So get your heavy weapons ready such as shotguns, plasma grenades, and take these guys out as you enter the doorway to the barracks. Of the different enemy forces in the barracks, the strongest is Brute Chieftain, who carries a Gravity Hammer. Don’t get too close to him, because the Hammer will knock you on your butt in just one or two hits. A combo of grenades and shotgun will take care of him, though.

Heavy weapons and quick feet are the best recipe for fighting a Brute Chieftain.
Swap out your assault rifle for the Gravity Hammer on the Brute Chieftain’s body. Continue up the ramp and through the open door. Walk down the hallway and drop down the shaft in the ground. Switch to rifles and fight the drones in the air chamber. Proceed towards the large air vent shaft, drop down (don’t worry, you won’t get hurt) to the bottom of the shaft and go through the doorway to rendezvous with the Arbiter. Finally, you’ll enter the barracks.

Drop through the hole in the floor. Yes, it’s OK. We promise.
Your objective is simple: save the marines in the barracks, and then evac via the landing pad. Equip your Battle Rifle and dispatch the Brute choking one of your soldiers. If you manage to save this solider, he’ll retreat and pick up a rifle for himself, providing covering fire. Kill the Brutes in the barracks with the Battle Rifle and the Gravity Hammer.

Get the Brutes in your sights early, and from a distance. You don’t want to get too close to their melee attacks.
The Battle Rifle will take care of the Brutes from a distance, while the Gravity Hammer works great for the up close and personal attacks against the Brutes. The Hammer has a limited amount of hits to it, so once it’s done you should find another weapon to swap out. Plus, the Arbiter will help you out a lot in this section, a bonus considering he can’t die no matter how many hits he gets — use him to your advantage. After you’ve squashed the Brute resistance, proceed through the exit door (follow the Arbiter to this location) and outside to the elevator lift towards the landing pad.
Objective: Evac via the landing-pad
On the landing pad, you’ll be ambushed by a dozen Brutes in jet packs. Wait for them to land before opening fire, since it takes the jet pack a bit of time to fire their thrusters and propel the Brutes through the air. When all the Brutes are dead, a Pelican arrives to pick up the troops and to bring them to safety. Now, go back to the ops-center again, because the Brutes have managed to disable the bomb. It’s up to you to make it back there and rearm the bomb.

Yes, Brutes can fly. It’s best you wait for them to land before waisting ammo on them while they fly around.
Last One Out, Get the Lights
Objective: Return to ops-center, arm the bomb
On your way back to the ops-center, you’ll come across a Grunt operating a plasma turret. Kill him and take the turret in order to dispatch the Covenant forces easily. Continue towards your waypoint marker to the ops-center. Activate the bomb and escape!

Grab the plasma turret and remove the Brutes from the ops-center.
Objective: Escape – Find the elevator in the hangar
Ditch the plasma turret before you begin your escape, since it will only slow you down. Equip a shotgun, a Battle Rifle, or an Assault rifle, and make your way to the hangar bay (yes, the same one from earlier). Follow the on-screen waypoint marker to the maintenance elevator and escape to the next level.
4: The Storm
Ghost Town
Objective: Destroy first antiair Wraith
The mission starts with you in a convoy of Warthogs. Enjoy the ride, for now.

A brief pause before the carnage.
At the outpost, you must proceed through the door by holding the RB button.

Hit the green switch on the right.
Enter the building and walk up the staircase, then make a right at the top, and another right at the next corner. Follow this path until you find the open doorway into the next room.

Take the stairs, round the bend, and hit this guy in the back of the head.
When you’re in the room blocked off from the rest of your marines and the Warthog, find the controls of the door and let them in. The controls are along the catwalk to the right of where you’ve entered the room.

Hitting this switch allows the Warthog to come in.
Once your Warthog enters the room, mop up the remaining forces, and open the door with the green switch.

Make sure to hit the green switches so your Warthog can follow.
Move down the hallway until you come to a Brute on a Ghost. You and your Warthog ally will make short work of him. Open the door that he was guarding and then hop on the unmanned Ghost behind you. Proceed out the door.

Kill the Brute, open the door, take the Ghost.
As you exit the door you will see a vast open area. Don’t race off onto the walkway. Instead, take a left when you’re out the door and stick to the upper perimeter of the area, in order to reach the center platform, where a Phantom drops off a number of ground troops. Hop off your Ghost and eliminate the enemy troops.

Keep to the perimeter as you approach the Phantom drop site.
With all the Covenant ground forces destroyed, proceed to the roof of the building, where the Phantom dropped off enemy troops, and pick up the sniper rifle up there. Use it to kill the gunner of the first antiair Wraith.

Grab the sniper rifle and shoot the gunner.
Get back down to the Ghost, and drive off the upper area and down to the ground.

Move fast so the Wraiths don’t have time to turn.
On the ground you’ll fight four enemy Ghosts. Eliminate them and then drive up to the antiair Wraith. Since the gunner is dead, hop off your Ghost, jump onto the Wraith, and plant a grenade. This will destroy the first antiair Wraith, completing your objective and prompting a new one.

Mount the Wraith and plant a grenade.
Objective: Destroy all other Wraiths
Proceed to the far side of where you came in and destroy the Wraith. You can sneak up on the Wraith by coming up the ramp near it. Climb onto it and plant another grenade.

Up the ramp, mount the tank, plant grenade, and enjoy the show.
Enter through the door just past the destroyed Wraith, and then take an immediate left. Enter the door ahead of you and go up the stairs. At the top of the stairs is a large grouping of Brutes and Grunts. Lob grenades until nothing moves, and then proceed back down the stairs and through the opening doors.

This is what the room should look like after you’ve unleashed your grenades.
Enter the next room and proceed to the large set of doors straight ahead. Wait until the rest of your forces are fully in the room, including the Warthog, and then hit the switch that will open the doors to the next room. You will be ambushed by a large group of Drones. After taking them out proceed down the hallway, where the rest of your allies are.

Hide, if you can, and let your Warthog kill the Drones.
After regrouping with the rest of your forces, you’ll be prompted to drive with a squad of Mongooses, each with a soldier equipped with a rocket launcher. Take control of a Mongoose and proceed through the opening doors.

Mount up and roll out in force.
Through the doors you’ll enter a large dried lakebed. Your target: the remaining two antiair Wraiths. Don’t worry about staying too close to them or the various Ghosts/Banshees guarding them; just drive without stopping. The gunner on the back of your Mongoose is a crack shot, so as long as you’re both alive, he’ll make short work of all the enemy vehicles.

It’s like he can’t miss.
![]() |
After destroying the enemy in the area, a Pelican drops in another Mongoose with a copilot equipped with a rocket launcher. Then, as a Scarab moves into the area, you will enter a new chapter and be given a new objective. |
Judgment
Objective: Kill the Scarab tank
Drive around the Scarab, staying out of its front arc. The Scarab also has a secondary gun on its back, so you must keep moving. If you get flipped, just get back on your Mongoose, and keep moving again. And don’t worry about damaging the Scarab; you’re computer assistants will know exactly where you need to hit it.
Keep moving.
![]() |
Once the Scarab falls to the ground, you must board it and deal a death blow. Jump into the back portion of the Scarab, proceed up a level, and then shoot the Scarab in its core appearing like an energy shield. Shoot the core twice, then jump off the Scarab before it blows. With the Scarab destroyed, you are given a final objective |
Objective: Neutralize the antiair cannon
Pelicans come in dropping an Arbiter to the ground. Head to his blue arrow and then follow your squad through a series of hallways that lead to a truck-loading area. Now, fight through the two large rooms against a series of Brutes. Destroy them and prepare for the third room.

Do what Master Chief does best.
Fight the pair of Hunters when you enter the third loading dock. Close the gap between you and them, disabling their ability to use their cannons.

Hunter enter.
Use a Bubble Shield if you have one, which will allow you to pop out and hit the Hunters with grenades.

The Bubble Shield works great against Hunters.
Once you’ve killed the Hunters, don’t go out the doors that they came through. Instead, head up the stairs to the left of the door they came through, where you’ll find a sniper rifle.

Take these stairs to the sniper rifle.
Use the sniper rifle to take out several enemies, including a Brute Commander with a Gravity Hammer. When you’ve exhausted the sniper rounds, jump down, take the Gravity Hammer, and follow your troops.

Snipe the guy with the Gravity Hammer.
Using the Gravity Hammer, smash through the remaining troops between you and the antiair cannon.

Hammer time.
Kill the Covenant forces around the gun and then shoot the blue orb that appears beneath the gun whenever it fires off a shot; a few Plasma Grenades ought to do the trick.

Hit the gun in the orb that is exposed when it fires.
The mission is over when the gun is destroyed.
6: The Ark
Installation 00
Objective: Eliminate hostile antiair units
Follow your troops through the cave towards the high vantage points, and use your sniper rifle to take care of the Brutes in the lower clearing. Your squad mates will take care of the Grunts, leaving you responsible for the sniper shots. After you’ve killed them, proceed down into the clearing and through the small cave. It’s the same situation again at the entrance of the cave — stay back and sniper at the Brutes, while your squad handles the resistance. Pick up supplies such as Plasma Grenades from the bodies, as you’ll need them to fight the two Hunters.
Drop down to the clearing, position yourself to come up from behind the Hunters, and stick them with a Plasma Grenade from behind. Try to get the grenade close to their orange skin, since that will cause the most damage. Once you’ve killed off these baddies, drop your sniper rifle in favor of a Brute Shot, which you can find on a Brute. Follow your squad up the side of the cliff, proceed into the cave and into the metallic base structure.
Is this Marathon?: In the base, enter any door at your nine o’clock, and interact with the alien terminal to get a refresher course of a design narrative for an early Bungie game. |
Equip your Brute Shot and proceed through the door at the end of the hall. Walk up to where your squad mates and help them fight off the Brutes and Grunts. Also, Brutes will show up driving two Prowlers, so be ready for some vehicular combat. Once you’ve killed them off, pick a Prowler or a Mongoose, and grab the rocket launcher in the wreckage of the Pelican dropship. Don’t equip the rocket launcher yet, but hang onto it for later. Whichever vehicle you do not pick, your squad mates will mount and drive along beside you into the upcoming fight.

Whichever vehicle you choose, your squad mates will operate the vacant one.
Make the jump over the sand dunes, and engage the Brutes who fancy themselves as motorcycle jocks driving new Choppers. Grab a Chopper, not just because they look cool, but because they have the ability to fire while driving, something the mongoose lacks unless you have a marine in the back seat firing at your enemies.
Drive along the face of the cliff towards the large door to the Forerunner’s installation, where you’ll see Sentinels shooting at the Covenant forces. Now that this pathway is cleared, turn around and follow Sgt. Johnson’s Pelican to the next location. If you can, get your hands on a Prowler, fill it up with marines, and give one of the marines your rocket launcher. Situate the marine in the side gunner seat of the prowler — now you’re ready to take on the Covenant Wraiths and antiair units.

The Prowler is one of the best vehicles in the game, especially since you can stockpile it full of marines.
On the large clearing, your objective the antiair wraiths are on the far edge of the clearing, protected by Wraiths, Ghosts and Covenant. As long as you keep your team in one piece while driving around in your Prowler, you dispatch the enemy in no time at all. Just don’t drive off the sides of the cliffs. Now, sit back and watch Commander Keyes show you how to land a Frigate.
Forward Unto Dawn
Objective: Lead friendly armor through the wall
Walk to the back of the Frigate and pick a Scorpion Tank. As you proceed back to the Forerunner’s installation door, let the marines in the other Scorpion Tanks fight the enemy resistance. You’ll encounter some heavy fighting up ahead, especially from Wraiths and dropships, of which you can destroy in four hits from the Scorpion’s cannon.

Get your boys inside and through the forerunner installation.
Guilty Spark will open the door for you. It’s all on foot from here, so hop out of your tank, and flip the switch to extend the bridge, allowing the rest of your battalion into the structure. Follow Guilty Spark through the structure until you come out the backside. A scarab will walk right by and a marine will bring a Warthog right up to your feet. Hop in the back and take control of the Warthog turret, while the marine drives you to the next destination.
Objective: Locate the cartographer
You’ll be thrown into another battlezone. Ditch the Warthog and control a Scorpion Tank. Take out the Wraiths as soon as you can, and make your way towards the scarab conveniently waiting for you.

Shoot out the canon on top of the Scarab, to neutralize its effectiveness.
In your tank, aim for the legs. And as soon as it hits the ground, jump into the back and make your way to the shield barrier. Shoot it until it’s destroyed, then shoot at the matrix core until it starts flashing red. Now, flee from the explosion.

And boom goes the dynamite!
Hop in any available Warthog you can find, drive up the ramp, and enter the door.
Real Men Don’t Read Maps
Follow Guilty Spark and the Arbiter through the inner workings of the structure. There will be light resistance from Covenant forces, a cakewalk in comparison to the earlier parts of this level. You’ll come into a large open area with a control switch. Guilty Spark will tell you to hit the switch to activate the cartographer. Cue cut-scene.
Objective: Head downstairs for evac
Follow Guilty Spark and back into the installation. Dispatch any resistance you come across from the Grunts or Brutes. Once you take out a Brute with a Brute Shot, pick it up, and use it against the only “hard” battle in the level — an Elite Brute wielding a plasma turret. Use the Brute Shot from a safe distance to inflict a significant amount of damage on the Brute. Pick up the plasma turret off the Brute and proceed through the open door.

The plasma canon will make short work of the Brute Chieftain, and if he gets too close, toss a few Firebomb Grenades at him.
Navigate through the hallways until you spot a gathering of Brutes, complete with six Brutes in jet packs and one Brute Chieftain. Take out the Chieftain first, so you can pick up his Gravity Hammer from its body. Now use the Gravity Hammer to take out the remaining Brutes in jet packs.

Now with the Gravity Hammer in tow, thanks to taking out the Brute Chieftain, these flying Brutes stand no chance against you.
Wait for them to land and jump in close, landing a solid hit with the Gravity Hammer. Once they’re killed, hop into the back of the Pelican and the mission is over.
7: The Covenant
Trident
Objective: Deactivate first barrier tower
Woo hoo! You have the Spartan Laser! Find cover behind the rocks and peep out just enough to fire a solid shot at each of the turrets firing on your squad’s position. Use the remaining shots from the Spartan Laser to take out the Brutes on the other side of the stream. If you have any shots remaining, use them on the antiair Wraith, otherwise pick up a grenade, hop on the back of the Wraith, and throw the grenade into the driver’s seat.

The Spartan Laser is fantastic in taking out heavy artillery such as a turret.
Follow your squad to the place where the Pelican dropped off a Warthog and Mongoose. Mount up and roll out through the cavern, and face off with two Ghosts and a turret. Once that’s done with, it’s time to be more selective on your vehicle choices. For instance, a Warthog with a full crew would be ideal at the end of the cavern, since you’ll face off with a Wraith. So, get your crew mounted on the back gun and get into the driver’s seat.

Jump the little gap and follow the rocky wall around in a half circle, to ram into the turret.
This open lakebed area offers a fun stunt route against the enemies. Once you come down the hill, hug the right side of the pathway and follow it over a small jump. Stay on the pathway, keeping the rocky wall to your right. Follow this pathway around in a large loop, which should position you to ram into a plasma turret, sending you flying back down to the ground level to face off with the Wraith. Concentrate all of your firepower on it and the remaining enemies. Wasn’t that fun?
A Pelican will drop ammo for you. We loaded up on shotgun and Battle Rifle rounds before proceeding into the structure. Hop back into the driver’s seat on the Warthog, and plunge into the entryway at the base of the tower to take out the turret and Grunts. It’s all on foot from here.

Infiltrate the base and take out the petty Grunts.
Go through the small doorway, navigate the tower’s passageways, and kill any Covenant resistance you come across. Be sure to pick up a Brute Shot along the way; you’ll need it later. Eventually, you’ll spot a large elevator platform, made active by hitting the control switch.

Take the elevator platform up to the Brute’s room.
At the top of the elevator lift is large room full of Brutes and a Brute Chieftain. Equip your Brute Shot, pick up the Spike Grenades from the Covenant weapons cache on the side of the wall, and unload it on everyone in the room. Hit the control switch to power down the shield generator.
Objective: Deactivate final barrier tower
Sgt. Johnson failed to deactivate the tower. Guess who has to pick up the slack? That’s right: you! Go back outside where you’ve parked the Warthog, and drive it back out the way you came in, to the beach landing, and hop into the seat of Hornet.
If You Want it Done Right…
Fly the Hornet towards the air battle taking place ahead of your location. Your primary targets should be the antiair Wraiths on the ground, the Banshees, and the Covenant dropship — in the order. Once the targets are eliminated, take out the remaining resistance around the entrance to the final tower. Land the Hornet and proceed inside.

Take out all of the antiair Wraiths so your forces can penetrate the structure.
The structure layout is identical to the tower earlier, except now you have to deal with Brutes, drones and Hunters, rather than the weaker Covenant forces. So yeah, it’s a pain in the butt. Kill everyone, then take the elevator up to the large control room.

The Brute Chieftain will be equipped with a plasma turret, and not the standard issue Gravity Hammer.
Yes, you have to battle grunts. Again. This time, however, they can turn invisible, which obviously makes them a little harder to shoot. To spot their locations, find the apparitions in the air and open fire. Next, tackle the Grunt Chieftain with a detached plasma turret. Be cautious in your approach, though. Consider grabbing one of the Needler’s from the Covenant weapons cache on the wall, or a duel-wield Mauler’s off the bodies of the Grunts. It’s up to you; just kill this guy and hit that shield control switch. Cue cut-scene.

The Maulers only work well at close range, so wait until the Flood lunge at you before opening fire.
Reacquainted with your friends the Flood, it’s time to high-tail out of here. Consider duel wielding a pair of Maulers right now, since they’re as powerful as shotguns, dealing significant damage. Once you exit, rendezvous with your ship dropship and pick up a Scorpion Tank and a Warthog. Time to breach the citadel.
Journey’s End
Objective: Breach the citadel
We decided to go with the Warthog in this section, placing the Scorpion Tank as our back up. Why the Warthog? Because of its plasma gun. Plus, it has great maneuverability through the narrow chasm up ahead, a great trait for avoiding fire from various Grunts. Also, once you exit the chasm and you spot the citadel, there are all sorts of stunt jumps along the mountainous pathway, which you can use to jump into turrets and enemies (incidentally, this makes awesome videos for you to upload).

If you’re having trouble shooting at the turrets, consider ramming them with the Warthog.
Towards the end of the pathway, you’ll hear, from the communication speakers, that Hornets are inbound. This would be a good time to stop, hop out of the Warthog and into the pilot seat of one of the Hornets.
Two Scarabs Battle
Approaching the scarabs from the ground, like in the previous encounters, is simply superfluous work. The Hornets work out great against these walking behemoths. Here’s why.
The missiles on the Hornets are pretty damn powerful. With a couple of shots on the legs of the scarabs, they’ll slow down and drop to the ground. Once the scarab is wounded and has dropped to the ground, position yourself behind it and shoot out the armor plating guarding its power core.
Take out the backside of the Scarab to reveal its core.
Knock out the core and you’ve just taken down a scarab in under a minute. Now, get the other one. Once they’ve both been taken out, land your Hornet and join the Arbiter at the base of the citadel and run inside.
Revelation
Objective: Stop Truth from firing the rings
Revelation is an all out race to stop Truth. Allow the Flood to run ahead of you and the Arbiter, letting them to deal with the heaviest of the fighting against various Brutes. Meanwhile, you should trek forward along the platform towards Truth’s location. Once you get there, sit back and watch the cut-scene.
Objective: Escape the Flood

Jump into the blue tinted vent to escape.
Well that was a short lived truce, wasn’t it? Start kicking ass and backtrack to the entrance towards the lift. Drop through the blue colored vent shaft near the lift to end the mission.
9: Halo
Full Circle
Objective: Find the control room
You start the level along side the Pelican that you’ve just crashed into Halo. Pick up a Battle Rifle and a Shotgun from the wreckage and proceed towards the large cave.

Search the crash site for weapons.
Just after you get past the wreckage there will be two secrets that you can get before proceeding with the level.
Mythic Skull
As you enter the first cave you come across, watch the right wall. Just after you pass a boulder there will be an offshoot in the cave. Take this offshoot and use your flashlight and you will find the skull at the end of the tunnel. |
Terminal After you pass through the cave look to your right. You will see a steep hill with some structure sticking out from the snow. Head up the hill, jump to the structure and head inside, you will find a terminal. |
You’ll drop down a few levels as soon as you come out of the cave. You will then exit onto a large snowy plain, where Flood infested troops will drop in from the sky.

How did the Flood learn to use drop pods? Don’t ask, just shoot!
Fight your way through the Flood and then proceed along the path to the right of the tower in the center of the plain.

The Flood will do all they can to stop you from reaching the structure.
Once you get to the end of the pathway, you’ll start the arduous process of looping around the tiers of structure. There’s a flamethrower at top of the ramp on the first level of the structure. Take it and proceed.

The flamethrower: the bane of the Flood.
Sentinels![]() |
The Sentinels are not your enemy! Just let them be as they fight the Flood. If you see one die though, don’t hesitate to pick up their Sentinel Beam weapon. |
As you loop around the first level of the structure, you’ll notice the rain of Spartan Lasers. Don’t worry; it’s not targeting you. Sgt. Johnson is up on the cliff off to your left, helping you out.

Sgt. Johnson + Spartan Laser for the win!
Fight your way up through the remaining floors, and then prepare for one heck of a fight at the top. You’ll have to wait for the Monitor to open the large doors to the control room. Stick close to the doors and fight off the Flood. Once you see a loading screen, you’ll know that you have succeeded.

Hold out against the flood of…Flood.
Sgt. Johnson will join you as you run to the control room. Follow him and the Arbiter down a series of hallways, none of which have enemies. (They’re marked by blue arrows if you get lost.)

Sgt. Johnson joins the group.
Eventually you’ll enter through another door where a cut-scene will start, showing the Monitor attacking you, the Arbiter, and Johnson.

You must destroy the red eye.
At the end of the cut-scene you will be given a new and obvious objective.
Objective: Kill the Monitor, activate Halo
Shoot the Monitor with whatever weapons you have, dodging its particle beams and timing your shots. It puts up a shield that appears to give temporary invulnerability.

The Monitor uses two attacks: one is a shield and the other is a Sentinel Beam.
After taking a bit of damage to him, the Monitor runs away and Sgt. Johnson will offer you his Spartan Laser. Take it and shoot the Monitor three times, killing it.

Three shots is all it takes from this hulking gun.
With the Monitor dead, a cut-scene will start, showing Johnson’s death and you using Cortana to activate Halo. And when the cut-scene ends, it’s time to run like hell!

Run and don’t look back.
The Way the World Ends
Objective: Get to the Frigate
As you run the way you came in, you will be attacked by a horde of Flood. Only shoot as many as you need to clear a path. Run!

Don’t stop, just run and gun.
As you exit the structure that housed the control room, take an immediate right up the icy cliff, to the pathway that Sgt. Johnson used to shoot the Spartan Laser. At the top of the walkway is a shotgun, so grab it and proceed to the blue arrow on your HUD.

Take the shotgun; it will help.
When you reach the blue arrow, you must run through another structure filled with Flood and Sentinels, who are now battling one another. Again, you’re only priority should be to shoot enough that you can keep running, so never stay still for too long.

Keep running.
Proceed to the next blue arrow that Cortana has put onto your HUD. At the end of this arrow will be Sgt. Johnson’s Warthog. Mount up and put the pedal to the floor.

The Warthog is your only chance to escape the blast of Halo.
It’s time to test your driving skills. It’s up to you to guide the car on a path that won’t get you killed. Drive across the exploding tiles until you come to a large structure. Here you will have to follow the red pathway on the ground.

Follow the red road.
When you reach the end of the structure, you will drive through another series of exploding tiles. Stick to the center and you should be OK.

Stick to the center here and the tiles won’t fall before you.
You will enter a large corridor at the end of the tiled path. Stick to the middle of the corridor as long as possible, returning there for the corridor’s final length. If done correctly, you’ll perform an awesome jump through a ball of fire.

The center path is definitely the most rewarding.
Exiting the corridor, you’ll enter another large structure, not unlike the one you drove through previously. Follow the red lines of the structure until you come to another pathway of exploding tiles.

Lots of red roads; lots of repetition.
Drive towards the blue arrow and then, when it moves, head to your right and take the ramp over the gap and to the next set of tiles. After landing the jump, take a sharp left, jumping to a structure with a red path. Follow the red path around the structure.

This is the last of these structures, promise.
Next, head into the second large corridor. Stick to the right for the first jump, then cut to the center and get to the far left. Ride this out until the end of the corridor.

First, take the right ramp, then head to the left side of the structure.
After exiting the corridor and taking the large jump at the end, take a right and follow the tiles around to the next blue arrow. As you approach the arrow, a large piece of the structure will smash the path ahead of you. Take a left!

Watch out! It cuts the road off.
Now that you have turned left, you’re on the home stretch. Drive through the last of the exploding tiles and head towards the Frigate, which should now be in view. Make sure you have plenty of speed for the final jump into the hangar of the frigate.

Hit this jump with as much speed as possible.
You’ve finished the fight, but just barely. Enjoy the show; it’s all cut-scenes from here!
SPOILERS: Halo 3’s Ending
Gold Skull Locations
Nine Golden Skulls Location Video
Iron Skull – Sierra 117At the end of the level, face the Pelican that arrives. Don’t get on it. Turn 90 degrees to the left and jump onto the large ledge. Walk all the way down until you see another (thinner) ledge on the building in front of you. Jump onto it and follow it all the way to the end where the Skull sits in the shadows.
Effect: In co-op games, if one player dies, you all restart at the last checkpoint. In individual games, if you die, the entire mission restarts.
Black Eye Skull – Crow’s Nest
At the start, there is a massive pipe above you with the skull on top. Walk up the two small stairs and on the left there’s some shelves you can jump on to. Jump up to the metal bars and then onto the pipe. Continue to the end where you’ll see a Skull. Plus, you don’t have to use the RB button to pick this one up.
Effect: The only way you can recharge your shields is by landing melee attacks on your opponents.
Tough Luck Skull – Tsavo Highway
This skull is located after you go through the shield that blocks the road. (After you hear the guy on the radio request help.) You’ll exit onto a bridge with a large pipe on your left. Climb up one of the yellow ladders and turn right. Continue down and jump over the yellow guard thing that blocks your way. Immediately turn left and jump all the way down on the grey support below. Walk down the support and look left, you’ll see a ledge coming out of the cliff. On the ledge is the Skull.
Effect: All of your enemies will dive with incredible success away from your grenades, plasma pistol bolts, needles and vehicle splatter attempts
Catch Skull – The Storm
1) From the start continue through the level until you’re outside. Grab a vehicle and kill the enemies such as the grunts and other small enemies. DO NOT DESTROY BOTH WRAITHS. Destroying or kicking the driver out of the purple wraith will cause the skull to disappear. Best way to do it, take out the one with the Flak Cannon batteries atop the one on the ground. Then go to the top right corner on the plains where there is some sort of small silo tower. The Skull is sitting on top. To get to the skull: Grenade jump up, or if that doesn’t get you high enough park a vehicle by it and use that for extra lift. This needs to be done near the front of the building. (To grenade jump, face where you want to go, then throw a grenade just in front of your feet, then run and jump towards your desired location. Be sure to duck down near the peak of your jump to get that last little bit of height. The explosion beneath will give you extra lift and hopefully not kill you!)
2) An even easier way to get on top of this silo is to follow the instructions as above and destroy the wraith with the flak cannon batteries on top **the orange wraith**. once this wraith blows up it will drop a deployable cover, deploy this as close to the front of the silo and use it as a step to jump up.
Effect: Enemy units will throw grenades at an alarming rate – Roger Clemens style.
Fog Skull – Floodgate
At the very start of the level, as you walk up the stairs leading into the town (the marines will start talking), look up and to the right to the first building on your right (past the missile turret). A single Flood will appear and then jump across, and out the map. Shoot him before he jumps and the Skull will fly down to the ground. However, if you shoot him too early the Skull will land on the roof and you will have to try again. Do not mistake him for the two Flood that jump onto the roof of the building directly ahead.
Effect: Your radar is disabled.
Famine Skull – The Ark
This skull is located after you get the Mongoose and drive over some small cliffs. Then you have a choice: straight on or turn right. (Either way you have to go down the right path later.) Continue down the path and defeat the Ghosts that attack you, under a big “metal cover thing.” Then, after coming out from under the big “metal cover thing”, turn right to go up a path leading to some enemies and a small cave/tunnel. Instead, stop on the path, and look right to see a bolder jutting out of the rock. Hop on the top of the bolder and up onto the rock. Then jump over onto the top of the big “metal cover thing” (mentioned earlier). Turn left and walk up to the last support that juts out the Skull is at the end of it. This next bit can be a bit tricky. Using a grenade, grenade jump forwards and onto the support. Pick up the Skull. (To grenade jump first face where you want to go, then throw a grenade just in front of your feet, then run and jump towards your desired location. The explosion beneath will give you extra lift and hopefully not kill you!) Alternatively, if you don’t want to attempt grenade jumping you can use the ‘Deployable Cover’ equipment right by the edge of the support. If you place it in the right position you can jump onto the support beam easily from there and grab the skull
Effect: When enemies drop their weapons, they will have considerably less ammo in them.
Thunderstorm Skull – The Covenant
This skull is located on the second tower. After shutting down the first tower, grab the hornet and fly over to the second tower. Once you land, head up the staircases as if you were going to the entrance, but just before look towards the centre to see the dividing staircase that leads to a platform. Walk to the end, and the Skull is on the ground.
Effect: Each enemy receive a field promotion and is upgraded to their next available level.
Tilt Skull – Cortana
Continue through the level until you drop down into an open, fleshy hole, into a small room with an open door and an Energy Sword beside a dead Elite to the right. In the next room is a circular floor. Walk straight in (kill the flood first) to the middle of the platform and turn left 90 degrees. You should see two small ramps leading downwards. Hop on to the divider of the ramps and up onto the “mushroom like” platform coming out of the wall to your left. (Cortana will say some weird stuff about playing games.) Then jump again onto the next platform just above you. Turn around 180 and look up, jump to the next platform and run across the fleshy pipe onto, a bigger, purple platform. Sitting in the centre, in a puddle of bones and fluid, is the Skull.
Effect: Enemy resistances are greatly increased. For example, the Brute power armor is normally pretty resistant to human weapons to begin with and fairly fragile against plasma shots. With Tilt turned on, The Brute armor is practically 100% resistant to any human projectiles and can only be taken down by plasma bursts.
Mythic Skull – Halo
This Skull is at the beginning of the level. Head into the cave in front of you, straight away keep to the right, and there is a small path that leads off to some rocks. The skull is sitting in front of them.
Effect: Every enemy on the field now has double their normal amount of health.
Silver Skull Locations
3 of the 4 Locations for the Silver Skulls
Blind Skull
You lose your HUD when this skull is turned on. You won’t see your weapons, shield, radar, etc.
Location:
The ‘Blind Skull’ is the first of the Silver Skulls in Halo 3, and can be found in the first mission. It is located relatively close to the beginning of the level.
After your first encounter with the Gold Armor Brute, Two enemy dropships will appear a bit further down the stream. Go towards the dropship that is furthest away, and stay on the right side of the stream. Continue along the right (towards the cliff edge), and a rock will jut out a bit over the large lake. The ‘Blind Skull’ is located on this rock.
Grunt Birthday Party Skull
When you get a headshot on an enemy Grunt, they will explode into confetti, and you’ll hear children cheer, “Yay!” in excitement.
Location:
This is one of the more fun Silver Skulls in Halo 3. The ‘Grunt Birthday Party Skull’ is located on the second mission, ‘Crow’s Nest‘, just before the area where you team up with the Arbiter (it’s the piping area where you see Drones buzzing in and out of an array of pipes). Just before you jump down the pipe to meet up with the Arbiter, stop at the ledge, and look directly below you. Along the wall that you drop down, there is a small ledge with a green arrow pointing backwards. Jump onto this ledge (rather than all the way down), and go inside this secret room. The skull is in the dead center of the room.
Cowbell Skull
Explosions become much bigger in the game.
Location:
The ‘Cowbell Skull’ is found on the level ‘The Ark‘, and marks the third Silver Skull found in the game. It’s fairly far into the level, so it takes a bit of time to find it.
Begin by heading all the way to the part of the level where you battle the Scarab. After defeating it, look in the middle of the desert area which you battled it in for a fairly large structure (it’s the building you see if you are at the bottom of the ramp you are supposed to go up, and turn to look in the opposite direction). Inside of this structure are several Gravity Lifts (shown below). Take one of these for later.
Next, head up the huge ramp, and head inside of the building (the one with the cartographer inside). Pass through a few of the rooms in this building, and you’ll eventually come to a room with a whole lot of Explosive crates. Right after this room is a Staircase/Hallway that leads to the level below. The Skull is located at the top of the room, at the point where you turn on the staircase to head for the next part of the slope. There are four platforms above you, the Skull is on the uppermost of these platforms. Use the Gravity Lift to jump up to it, and there you have it!
Location:
The IWHBYD Skull has been found! After countless hours from the Halo3Planet Community, we finally present you with the location of the final skull, the IWHBYD Skull!
The Skull is located in the level, “The Covenant”. YOU MUST START FROM THE BEGINNING OF THE MISSION (i.e. do not select an insertion point). After defeating the Scarabs, and going inside, get to the location with all 7 Ring Holograms. You must jump through the rings in a specific order. That order is as follows (1 is at the entrance, 7 is at the end):
4 6 5 4 5 3 4
These rings also produce the notes:
E G F# E F# D E
After jumping through them in this sequence, the rings will start to light up and you will be awarded the “I Would Have Been Your Daddy Skull”. It will be right next to the bridge that brings you over to the Prophet of Truth.
NOTE: YOU MAY NEED TO KILL THE PROPHET OF TRUTH, AND THE FLOOD BEFORE DOING THE RING JUMPS!
*You DO NOT need the 27 number sequence, the last seven work great.
* You can get the skull on Normal, Heroic, or Legendary.
* No skulls have to be active
* You can work as a team, have one person jump through a ring then another, provided they are in the correct order. This will speed things up for you.


Is this Marathon?: In the base, enter any door at your nine o’clock, and interact with the alien terminal to get a refresher course of a design narrative for an early Bungie game.
After you pass through the cave look to your right. You will see a steep hill with some structure sticking out from the snow. Head up the hill, jump to the structure and head inside, you will find a terminal.
